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Moving Forward
CyrodiilWarrior and one other reacted to Big_boy7 for a topic
Alright, I understand the past of the site hasn't been nice, but that doesn't mean we should just leave it be as is. I think someone already said it here but just leaving the site to rot like a corpse of the past, because currently that's about all that it is, just isn't something we should be doing and is lazy. I wasn't even an active member of the community nor did I really contribute anything at all, and it HURTS to see the site and community like this, knowing that even as far back as just around 2021 and 2022, there was still life there. Let's not leave this community in this state and try to get it back. Even if it were to be new users, what would it hurt? This site was an important piece of history for over a decade as far as I'm aware for many and the current decisions taken aren't doing it any justice. That's my piece, hope anybody from higher up like actual moderation or even administration sees this.2 points -
Regarding recent events
Thomkok23 and one other reacted to CyrodiilWarrior for a topic
Please protect and rebuild this forum community, and it's reputation.2 points -
All bricks/chassis, all the time
CyrodiilWarrior and one other reacted to lol username for a topic
A really simple but very useful mod that gives you access to every car chassis and piece in the builder at any given time (even ones you can't normally use): In GAME DATA/OBJECTS/BRICKS, there's a file called UNIQUEBRICKS.TXT, which contains "All the bricks that can go in the game ever". Now, see UNIQUEBRICKSGENERIC.TXT? It lists "The generic bricks - available in all worlds". Simply overwrite it with a copy of UNIQUEBRICKS.TXT, and boom, every chassis and piece is accessible everywhere. Edit - There seem to be quite a few newcomers who don't know you have to unpack the game's GTC before doing any modding, so here's a link for that:2 points -
Regarding recent events
CyrodiilWarrior reacted to Big_boy7 for a topic
Same thing as Cyrodii. I know about the 3 year old post about the future plans but I still don't think it's right to leave the site as is. We should absolutely continue fighting for this community and restore it, no matter the past. If I could, I would honestly even try to step up to the moderation team to try and get some motivation going, but that's just some dumb idea you are free to ignore.1 point -
Moving Forward
Crystalyzer reacted to aceman0000099 for a topic
Can we revive the site please? I'm not a fan of discord since it's all behind closed doors whereas an open forum you can get results from searching google.1 point -
Moving Forward
Big_boy7 reacted to CyrodiilWarrior for a topic
Any new updates? Will this great forum be saved? If we have to move to new forum software, I reckon data could still be backed up and authours can remake posts.1 point -
Moving Forward
Big_boy7 reacted to Thomkok23 for a topic
Bruh. This forum being an archive is just lazy. Why not fix this forum and make it a safe place instead. Now people are moving somewhere else without solving anything regarding this issue. This issue can happen everywhere unless the website is better protected against issues like this. If you really want to aim pushing Rock Raiders United forward, try this instead of freezing this forum for no real reason: Make a plan to protect everyone. Add features to this website to protect the users. For example: Reputation based system allowing users knowing the forum rules to post. Reliable moderators and admins to keep the forum safe. (Try getting this forum better under control based on plans) Use something like an onboarding feature to guide users through the forum rules and how the forum works. Reward users for positive contributions on the forum. Give them a reason to behave. Get active/caring mods and admins to make this forum healthy again. I came up with these fixes pretty much in minutes. Instead of being silent. How about you fix this issue in the first place. It is not impossible to improve safety to this forum and its users. The lack of change this forum got shows the staff is not interested in solving the real issue here. Letting this forum die out instead of keeping the forum up-to-date and fresh is not the solution. It is just lazy.1 point -
How to rip 3D models from LEGO Racers?
pedroj234 reacted to LeonidaselXD for a topic
I would like to know how to rip the 3D models of LEGO Racers, such as racers, maps, textures, etc. in the pc version1 point -
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Help with Install Lego Racers 2, don't open
pedroj234 reacted to Osmanny P. for a topic
Hello everybody, somebody know how to install correctly LEGO Racers 2? I installed with alternative installer, put the No-CD patch and change the compability settings but don't start, it only appear in task bar for one instant. Please help i want to play it.1 point -
Remake: LEGO Racers 2
CyrodiilWarrior reacted to Basseken for a topic
Wow, you were the first ever to play LR2 over the internet? That's kinda awesome if you ask me. I read your aspirations about making a remake of the game and would like to join in. I'm not much of a programmer myself although I can write some lines of code, but I'm a movie director, script writer and musician by profession, so I could lend you some of my spare time to help you write new story-lines, record music or direct some cutscenes, if you like? I really wanna see a new, modern LEGO-game that's not just another clone of LEGO Star Wars again... You can contact me via Discord, you can find the ID on my profile.1 point -
Custom Rock Raiders Building Instructions
CyrodiilWarrior reacted to Jimbob for a topic
I thought I'd try and put together a complete set of instructions for every unreleased Rock Raiders set which anyone can print off and utilise. Each model then has two instructions links to choose from: LDD, a PDF instruction manual auto-generated in LEGO Digital Designer. This means the steps are at times illogical in order, and difficult to understand. However, I have included this version because it contains a parts list, but keep in mind that parts with decals will be counted the same as identical blank parts in the list, and unsupported parts won't appear. LeoCAD, a PDF instruction manual that I created myself. The models were made in LeoCAD and the instructions designed with LPub, allowing me to define the order of the instructions. For this reason I recommend using the LeoCAD instructions. All-in-One Downloads Here are zip files containing all the instructions together. LDD Instructions Pack LDraw Instructions Pack Alternatively, preview and download individual models in the spoilers below. Buildings Docks Geological Centre Ore Refinery Power Station Super Teleport Support Station Tool Store Vehicles Cargo Carrier Large Mobile Laser Cutter - Not started yet Small Mobile Laser Cutter - This was kindly provided by Oboe Shoes but unfortunately the link's now dead Tunnel Scout Miscellaneous Electric Fence I'd like these to be as good as they can in terms of accuracy to the game/theme, and understand that I may have reproduced certain areas wrong. When the in-game model differs from the models in the booklet, I've generally prioritised the in-game model. A big thanks goes to PeabodySam for his recreations. The programs used to produce these models were LEGO Digital Designer, LeoCAD, LPub, LDView and POV-Ray. Also thanks to Arthuriel for introducing me to the LDraw suite. Note: Please do not edit and/or redistribute these without my prior permission (I've heard that people take freely distributed LEGO instructions and sell them).1 point -
More unused/weird models
pedroj234 reacted to bradleybrand for a topic
If anyone knows of anymore, I would be interested in seeing them.1 point -
I made some LEGO Racers songs in Midi format
pedroj234 reacted to Jugebox98 for a topic
Hello everyone! I asked earlier help to get LEGO Racer N64 songs in midi format and I'm truly thankful for that. I now have "fixed" some of those songs and I want to share my results. My goal was to make them sound like the original song. Of course because I'm not perfect and some midi files were "different" some songs doesn't sound right. I didn't also make every single song because I believe people doesn't care about Circuit Champions intro's or some minor jingles. it was little bummer that N64 files doesn't have Alternative songs in it so I couldn't make them into midi. I'm not sure about the policies linking to other sites but I'll put link to those midis. It will direct you to mediafire and for my knowledge it's safe place to upload/download stuff. Get your midis: http://www.mediafire.com/file/0pi4dzwyyhoi32c/LEGO_Racers_Midi.rar/file If you have any questions or you notice some errors please notify me. I'll check can I do something about that1 point -
Play as The Ramas and Martians?
pedroj234 reacted to Sunchipp for a topic
Modding The Characters to be either a Martian or a Rama would require replacing the human modles animation and textures to the Martians or Rama which would require A LOT of work! Unless you actually wanna take the time to do that go right ahead. But to save time I Found a Solution for the Martians or a Martian to be a playable character without cheats! heres the topic for that: Note this only works with the Martians! Doing this with a Rama may end up with a game crash since modding the pieces with animated models will crash the game before the game can start unless if you wanna mod in just the head of the Rama which would either end up with A- a horrible result or B- if you found a way to make a car good enough giving the illusion of the Rama's head sticking out of the car! I wouldnt recommend testing the Ramas yet incase if the head models will crash the game or not I havent replaced head models with any of the brick models yet, when or if I do I'll post a topic about that1 point -
Lego Racers 2 model CONVERTER
pedroj234 reacted to Quake for a topic
Hello, I've been fiddling around with the Unity engine again after about 2 years, and I've found myself to be in need of the LR2 models. I've seen the model and skeleton viewer, but what I'm looking for is something that can turn the .MD2 files to something like .3DS. Also, I'm pretty sure other people are wanting one of these tools. is there any way to convert this .MD2 to .3DS? Cheers.1 point -
UNGTC
pedroj234 reacted to JrMasterModelBuilder for a topic
origamiguy has created a GUI tool to make your game MOD-ready (requires .NET 4.0 framework). UNGTC UNGTC - ATD archive tool. Download Link Description: This tool will extract and rearchive LEGO Racers 2 and Drome Racers archives (the Attention To Detail or ATD LEGO video games). A while back, I started reverse engineering the LEGO Racers 2 and Drome Racers archive file formats (hence forth refered to as GTC). I figured out what almost everything was, but got stuck on the compression used in the GTC. In my extended absence from the site, and have been tinkering with the files, tagging up bytes in a hex editor, determining which bytes were litterals, which were backreferences, and which ones said what did what thorugh experimental byte injection. This would likely have never happened if not for this amazing find by Cyrem. Fast forward to September 1st, I finished writing code that would successfully decompress GAMEDATA.GTC. It didn't extract the files, and couldn't write its own COMPRESS.INF file, but the game would load and play, with some minor speed improvements. Fast forward again to today, and I have finished writing UNGTC, a tool that can both unpack the archives and create new ones! UNGTC is writtin in pure C++, and is very fast. How fast it runs depends on the IO speeds of your drive. With a RAM disk, it can be as fast as a few seconds (5400 RPM drives are much slower). Full source code is included, as are binaries for Windows and Mac. If you are running Linux, compile the source yourself, there are too many processor architectures for me to provide binaries for all of them. Usage: UNGTC is a command-line application, simple give it the folder containing GAMEDATA.GTC, FILELIST.INF, and COMPRESS.INF to extract, or the extracted folder to archive, as the first argument. On Windows, this is easily done by draggin-and-dropping the folder onto ungtc.exe. Some technical notes: UNGTC does create slightly differently than the GTC's that come with the game, but they are 100% compatible, and more efficient. UNGTC does not compress the archives it creates in any way. Since you would not save mush space on modern drives and it would be a slow waste of processor power, I do not plan on adding this ability. UNGTC automatically detects the 2 different formats and uses a meta data file called .GTC to store what version for the file forwat was extracted, for use in rearchiving. It is a plain text file. The Windows executable it 32-bit. As it uses 32-bit opperations, it would not really benefit from being 64-bit. The Mac executable is 64-bit. Compiled using MinGW g++ (Win) and Xcode g++ (Mac). Other Notes Unfortunately, I have tried everything I could think of to make it load the files from the drive instead of from the archive, monitoring the game with Process Monitor for any changes, but it seems to only work with archives. To run the game without having to keep rebuilding the archive, check out this topic. Or this tool by origamiguy (which will also extract the GAMEDATA files). Many of the files are normal files and I expect that many other files have existing tools. Good luck in deciphering the files!1 point -
Which Lego Set are You?
pedroj234 reacted to emily for a topic
1. Go to your profile 2. Your member number is in the url, right before your username 3. Paste the number into the Brickset search bar 4. Presto! That's your Lego set! I'm LEGO City Truck! I guess it makes sense that the lego set I am would be about legos. because I like legos1 point -
Dino Island Car Building - Crate isn't fitting anywhere!
pedroj234 reacted to dy_enforcer for a topic
Actually the flags can be put in one piece, which is a plate. Here is an example using a 1x2 green plate1 point -
rocket racer trainer
pedroj234 reacted to lol username for a topic
There's several ways you can do that: You can use cheat engine ( @Xir would know most about that), or unpack the game data with UNGTC and swap some files around so he's in the place of a player character/playable car or whatever you'd like. I don't recall the best way to make his car playable via modding but it's totally possible.1 point -
.MD2 Blender Import/Export Add-on Early Release
pedroj234 reacted to Cirevam for a topic
I exported a test model to see how that worked. I'm not used to Blender, but I was able to get it to work. The crystal is supposed to have a red texture on it, but it didn't seem to load COMMON\TEXTURES\PIN_RED.MIP The crystal does not have collision, as is expected at this time. Good progress so far.1 point -
.MD2 Blender Import/Export Add-on Early Release
pedroj234 reacted to lol username for a topic
The engine was used in other games besides LR2 (including non-LEGO games; it was a general purpose engine made and owned by ATD). LR2 didn't use all the features provided, and some didn't exist at the time LR2 was made.1 point -
.MD2 Blender Import/Export Add-on Early Release
pedroj234 reacted to Irup for a topic
Updated again because the normals are fixed now. This is before, with Blender's automatically generated normals: This is now, with the original normals preserved: Shaders are still not a reality just yet.1 point -
Is LibLR2 source available anywhere? (WIP Blender import script)
pedroj234 reacted to Irup for a topic
I'm developing a Blender import script, but I've not been able to find source code or documentation of any kind for Will Kirby's LibLR2, which is used in the model viewer. I've done my research and reverse-engineered the model files to the point where I can do what the viewer can do, but I wouldn't want to reinvent the wheel any more if the work is already done and available. Edit: Here's the WIP script that imported the above mesh. It works with most models. It's for testing, so you're supposed to use it from the text editor. Change the strings at the bottom of the script to your own file locations. Image tutorial below. from struct import unpack from sys import argv from os.path import split, splitext, join import bpy, bmesh def readnulltermstring(input,skip=False): if type(input) in (str, bytes): #else it's a file object null = '\0' if type(input)==str else b'\0' return input[:input.index(null)] if null in input else input if skip: while 1: c = input.read(1) if not c or c == b'\0': return buildstring = bytearray() while 1: c = input.read(1) if not c or c == b'\0': return buildstring buildstring += c # All models use the .md2 extension, but the actual file format within is discernible by the first 4 bytes. # MDL2 and MDL1 are chunking formats, but MDL0 is not. A chunk's name is a 4-byte int, followed by a length also represented in a 4-byte int. # .bsb files are skeletons, pointing to associated animation .bsa files # .mip textures are .tga files. def import_discern(filepath): with open(filepath,'rb') as f: first4 = f.read(4) if first4 == b'MDL2': return import_mdl2(filepath) elif first4 == b'MDL1': return import_mdl1(filepath) elif first4 == b'MDL0': return import_mdl0(filepath) else: raise AssertionError('Input file is not of type MDL2, MDL1, or MDL0.') def import_mdl2(filepath): f = open(filepath,'rb') open_textures = True try: rootpath = filepath[:filepath.lower().index('game data')] except ValueError: open_textures = False print('Could not trace back to root directory "GAME DATA".') offset = 0 texture_paths = [] objects = [] while 1: chunk_name = f.read(4) if chunk_name == b'\0\0\0\0' or not chunk_name: break chunk_size = unpack('I', f.read(4))[0] chunk_base = f.tell() print('%s: %s' % (chunk_name.decode('ascii'), hex(chunk_size))) if chunk_name == b'MDL2': ints = tuple(f.read(4) for x in range(32)) mdl2_texturecount = unpack('I', f.read(4))[0] mdl2_texturebase = f.tell() print(' Textures:', mdl2_texturecount) for texture_id in range(mdl2_texturecount): texture_path = readnulltermstring(f.read(256)).decode('ascii') texture_type ,\ texture_index = unpack('2I', f.read(8)) print(' ' + texture_path) texture_paths += [texture_path] materials = [bpy.data.materials.new(splitext(split(x)[1])[0]) for x in texture_paths] elif chunk_name == b'P2G0': # weights? pass elif chunk_name == b'GEO1': geo1_unknown0,\ geo1_unknown1,\ geo1_unknown2,\ geo1_meshes = unpack('2IfI', f.read(16)) geo1_unknown4 = unpack('I', f.read(4))[0] geo1_unknown5 = unpack('f', f.read(4))[0] print(' Split models: %i' % geo1_meshes) # meshes are split because textures are defined per mesh for model in range(geo1_meshes): print(' Model %i' % model) md2_bmesh = bmesh.new() geo1_mesh_unknown21 = unpack('H', f.read(2))[0] geo1_mesh_unknown22 = unpack('H', f.read(2))[0] geo1_mesh_unknown0 = unpack('f', f.read(4))[0] geo1_mesh_unknown1 = unpack('f', f.read(4))[0] geo1_mesh_unknown2 = unpack('f', f.read(4))[0] geo1_mesh_unknown3 = unpack('f', f.read(4))[0] geo1_mesh_unknown4 = unpack('I', f.read(4))[0] geo1_mesh_unknown5 = unpack('I', f.read(4))[0] geo1_mesh_unknown6 = unpack('I', f.read(4))[0] geo1_mesh_texture = unpack('H', f.read(2))[0] geo1_mesh_unknown7 = unpack('H', f.read(2))[0] geo1_mesh_unknown8 = unpack('I', f.read(4))[0] geo1_mesh_unknown9 = unpack('I', f.read(4))[0] geo1_mesh_unknown10 = unpack('I', f.read(4))[0] geo1_mesh_unknown11 = unpack('I', f.read(4))[0] geo1_mesh_unknown12 = unpack('I', f.read(4))[0] geo1_mesh_unknown13 = unpack('I', f.read(4))[0] geo1_mesh_unknown14 = unpack('I', f.read(4))[0] geo1_mesh_unknown15 = unpack('I', f.read(4))[0] geo1_mesh_unknown16 = unpack('I', f.read(4))[0] geo1_mesh_unknown17 = unpack('I', f.read(4))[0] geo1_mesh_vertexsize= unpack('I', f.read(4))[0] geo1_mesh_unknown19 = unpack('I', f.read(4))[0] geo1_mesh_unknown20 = unpack('H', f.read(2))[0] print(' Texture: %s' % texture_paths[geo1_mesh_texture]) #print(' Start of vertices:', hex(f.tell())) geo1_mesh_vertices = unpack('H', f.read(2))[0] geo1_mesh_unknownxyz = unpack('3f', f.read(4*3)) #print(' Vertices:', geo1_mesh_vertices) geo1_mesh_vertexbase = f.tell() print(' Vertices: %i' % geo1_mesh_vertices) uvs = [] for vertex in range(geo1_mesh_vertices): md2_bmesh.verts.new() md2_bmesh.verts.ensure_lookup_table() print(' Vertex format: 0x%04x' % geo1_mesh_unknown20) for vertex in range(geo1_mesh_vertices): vertex_xyz = unpack('3f', f.read(4*3)) if geo1_mesh_vertexsize == 0x20: pass elif geo1_mesh_vertexsize == 0x24: geo1_mesh_unknown20_f = unpack('f', f.read(4))[0] elif geo1_mesh_vertexsize == 0x28: geo1_mesh_unknown20_f = unpack('2f', f.read(8)) else: raise AssertionError('Unexpected vertex struct size (%s).' % hex(geo1_mesh_vertexsize)) vertex_normal = unpack('3f', f.read(4*3)) vertex_uv = unpack('2f', f.read(4*2)) md2_bmesh.verts[vertex].co = vertex_xyz md2_bmesh.verts[vertex].normal = vertex_normal uvs += [vertex_uv] print(' End of vertices:', hex(f.tell())) geo1_mesh_unknown19 = unpack('I', f.read(4))[0] geo1_mesh_unknown20 = unpack('I', f.read(4))[0] #print(' Start of polygons:', hex(f.tell())) geo1_mesh_polygons = unpack('I', f.read(4))[0] // 3 print(' Polygons: %i' % geo1_mesh_polygons) for polygon in range(geo1_mesh_polygons): md2_bmesh.faces.new((md2_bmesh.verts[x] for x in unpack('3H', f.read(2*3))))#.material_index = geo1_mesh_texture #print(' End of polygons:', hex(f.tell())) # set uv maps md2_bmesh.verts.ensure_lookup_table() md2_bmesh.faces.ensure_lookup_table() md2_bmesh.verts.index_update() uv_layer = md2_bmesh.loops.layers.uv.new() for face in md2_bmesh.faces: for loop in face.loops: loop[uv_layer].uv = uvs[loop.vert.index] md2_mesh = bpy.data.meshes.new(str(model)) md2_bmesh.to_mesh(md2_mesh) md2_obj = bpy.data.objects.new(str(model), md2_mesh) md2_obj.data.materials.append(materials[geo1_mesh_texture]) bpy.context.scene.objects.link(md2_obj) objects += [md2_obj] elif chunk_name == b'COLD': pass offset += 8 + chunk_size f.seek(offset) f.close() for object in objects: object.select = True bpy.context.scene.objects.active = objects[0] bpy.ops.object.join() objects[0].rotation_euler = (__import__('math').pi / 2, 0, 0) if open_textures: for texturepath in texture_paths: bpy.ops.image.open(filepath = join(rootpath, splitext(texturepath)[0] + '.mip')) def export_mdl2(filepath): pass import_discern( r'C:\Users\Irup\Desktop\lr2\GAMEDATA\GAME DATA\LOM\OBJECTS\MODELS\REJOOV_WORKGODAMNYOU.MD2' ) r'C:\Users\Irup\Desktop\lr2\GAMEDATA\GAME DATA\ADVENTURERS\OBJECTS\MODELS\WATERFALL_01.MD2' r'C:\Users\Irup\Desktop\lr2\GAMEDATA\GAME DATA\CHARACTERS\HEADS\MODELS\PLAYER1.MD2' r'C:\Users\Irup\Desktop\lr2\GAMEDATA\GAME DATA\ANIMATION\ALBATROS\ALBATROS.MD2' r'C:\Users\Irup\Desktop\lr2\GAMEDATA\GAME DATA\CHARACTERS\HEADS\MODELS\SPARKY.MD2' r'C:\Users\Irup\Desktop\lr2\GAMEDATA\GAME DATA\LOM\OBJECTS\MODELS\REJOOV_WORKGODAMNYOU.MD2' r'C:\Users\Irup\Desktop\lr2\GAMEDATA\GAME DATA\OBJECTS\BRICKS\SQUARE\1X1 RED hacked.MD2' r'C:\Users\Irup\Desktop\lr2\GAMEDATA\GAME DATA\OBJECTS\BRICKS\SQUARE\1X1 RED.MD2'1 point -
Character creator
pedroj234 reacted to Miniman6565 for a topic
Is it at all possible to unlock all the parts in the character creator? I've messed around with it a little but no luck. Has anyone figured out how to do this or is it even possible? Thanks in advance for any help.1 point -
Play as The Ramas and Martians?
pedroj234 reacted to Fluffy Cupcake for a topic
The martian cheat works unless you are in adventure mode, where your character parts get overridden by the one stored in your save file. The r&m have a separate character parts list than the minifigure, putting them in the standard minifigure parts list will not work unless you replace the model, but doing so will break all the NPCs, and even then your character is a bit wonky, so you're kinda out of luck.1 point -
XALAX Rama Sets
pedroj234 reacted to LazerLuke19 for a topic
I Have All Of The Ramas. EXCEPT FOR THIS COLD RAMA. SUBZERO (1239). (SEE WHAT I DID THERE?) And The Launchers. I Only Have Pulse's Launcher. I Just Need The Stickers For The Launchers. And The Ice Ramp Racers Track And Accessories.1 point -
XALAX Rama Sets
pedroj234 reacted to Starrocks923 for a topic
I have Set 4579, but I don't remember owning any others. I lost the parts though. Like Pereki said, eBay is the place to look. Every now and then some mom decides to get rid of her son's LEGOs before he gets back from college to pick them up. You wouldnt believe how many rare 2001 Bionicle sets I found under $12...1 point -
All bricks/chassis, all the time
pedroj234 reacted to lol username for a topic
Rule #1 of modding: Make backups. Couldn't you just re-extract the GTC? Anyway, I dunno what exactly you want (the edited one, the original?) so here's every txt in the folder. https://www.dropbox.com/sh/m94axm6jxwzh2rw/AACRSmxS_I68RTFmgT91PXV5a1 point -
All bricks/chassis, all the time
pedroj234 reacted to ShyGuy_ for a topic
This is awesome, thank you Waffles and jamesster1 point -
Anyone remember Xalax cars in 2001?
pedroj234 reacted to FlashySnakez for a topic
Remember those things? They were also the little aliens that trained rocket racer.1 point -
Anyone remember Xalax cars in 2001?
pedroj234 reacted to The Ace Railgun for a topic
Xalax...you mean these? Yeah they were umm...not well designed and looked cheap to put it nicely.1 point -
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Anyone remember Xalax cars in 2001?
pedroj234 reacted to lol username for a topic
Considering the very subject of the forum, what do you think? :)1 point -
More Ramas
pedroj234 reacted to Shadowblaze for a topic
In CAR CRAZE/TEXTURES/CARS, you can see that there are more rama cars than there actually are in the game. You can use these texures in the game just by renaming them to the corresponding file of a car that is present in the game. For example, if I want to use SURFER.MIP, I rename it to WARRIOR.MIP, SURFER_PIN.MIP to WARRIOR_PIN.MIP and so on. Be aware that some of these textures aren't done very well; CLAW.MIP is a better version of SCRATCH.MIP (it has less errors in it), and BURNER.MIP is a better version of SURFER.MIP. Some other errors I found: GEAR.MIP's chassis texture is a bit messed up. SURFER_PIN.MIP's color doesn't correspond to SURFER.MIP's chassis color. Have fun! And you know, you can also customize the wheels texture for each individual car By the way do you know how to change the player red helmet's color? Again, please do not double post. Use the edit button. - jamesster1 point -
All bricks/chassis, all the time
pedroj234 reacted to LUModder for a topic
This is one of the best and simplest overhaul mods.1 point -
All bricks/chassis, all the time
pedroj234 reacted to CaptainGolem for a topic
Now we have to get rid of the brick limit.1 point -
Lego Racers 2 Moding
pedroj234 reacted to Disco for a topic
Hey guys, Well I was digging in the Lego Racers 2 exe file and I found some car names -- Sandy Bay: -- Game Data\Car Builder\Sandy\Bonus Car.ccd Game Data\Car Builder\Sandy\Digger.ccd Game Data\Car Builder\Sandy\Post Van.ccd Game Data\Car Builder\Sandy\Fire Truck.ccd Game Data\Car Builder\Sandy\Dump Truck.ccd Game Data\Car Builder\Sandy\CG4x4.ccd Game Data\Car Builder\Sandy\Beach Buggy.ccd Game Data\Car Builder\Sandy\Police Car.ccd -- Dino Island: -- Game Data\Car Builder\Adventure\TriTruck.ccd Game Data\Car Builder\Adventure\Truck.ccd Game Data\Car Builder\Adventure\Dino Chase Car.ccd Game Data\Car Builder\Adventure\Cat Truck.ccd Game Data\Car Builder\Adventure\Jeep.ccd Game Data\Car Builder\Adventure\Dino Catcher.ccd Game Data\Car Builder\Adventure\Brown Pickup.ccd Game Data\Car Builder\Adventure\Bugatti -- Mars: -- Game Data\Car Builder\Mars\Moon Rover2.ccd Game Data\Car Builder\Mars\Moon Rover.ccd Game Data\Car Builder\Mars\Hover3.ccd Game Data\Car Builder\Mars\Hover2.ccd Game Data\Car Builder\Mars\Hover1.ccd Game Data\Car Builder\Mars\Buggy2.ccd Game Data\Car Builder\Mars\Buggy1.ccd Game Data\Car Builder\Mars\ATV.ccd -- Arctic: -- Game Data\Car Builder\Arctic\Arctic surfer.ccd Game Data\Car Builder\Arctic\Arm Vehicle.ccd Game Data\Car Builder\Arctic\Snow Plough.ccd Game Data\Car Builder\Arctic\Out post Vehicle.ccd Game Data\Car Builder\Arctic\Mid skidoo.ccd Game Data\Car Builder\Arctic\Small skidoo.ccd Game Data\Car Builder\Arctic\Polar Scout.ccd Game Data\Car Builder\Arctic\Snow buggy.ccd -- Xalax: -- Game Data\Car Builder\CarCraze\Warrior.ccd Game Data\Car Builder\CarCraze\Snake.ccd Game Data\Car Builder\CarCraze\Lightor.ccd Game Data\Car Builder\CarCraze\Ghost.ccd Game Data\Car Builder\CarCraze\Freeze.ccd Game Data\Car Builder\CarCraze\Duster.ccd Game Data\Car Builder\CarCraze\Chill.ccd Game Data\Car Builder\CarCraze\Rocket Racer.ccd Game Data\Car Builder\CarCraze\Xalax6.ccd Game Data\Car Builder\CarCraze\Xalax5.ccd Game Data\Car Builder\CarCraze\Xalax4.ccd Game Data\Car Builder\CarCraze\Xalax3.ccd Game Data\Car Builder\CarCraze\Xalax2.ccd Game Data\Car Builder\CarCraze\Xalax1.ccd ------------------------------ And some character names ------------------------------ sparky rigel rocket racer johnny thunder warrior lightor sam sanister slyboots achu pippin alexis sanister ------------------------------ So basically you go get a hex editor and search for "Cat Truck" and then that's where you'll find most of the cars, And search "johnny thunder" to get to where most of the characters are and replace them with any character... ...I'm hoping this will open Lego Racers 2 modding more.1 point -
Developer Cfg's
pedroj234 reacted to JrMasterModelBuilder for a topic
:( I can't seem to recreate the Steve CFG writting. Can you tell me the exact steps you did? In the hex, I found this bunch of strings grouped together: DEFAULT ANDREW ROBB NOD DAVID JAY OLI JULIAN STEVE JUSTIN SIMON ROBJ TONY OKSE PHIL JIMMY CHAD MIKE IAN GAVIN DREW1 point -
LEGO Racers 2 Cheat Engine Hacks
pedroj234 reacted to Modded Lego for a topic
Ok i found it,thanks! I told kajeuter this: That should get the message across! Thanks i would have never thought of using Youtube! :af:1 point -
Lego Racers 2 Moding
pedroj234 reacted to le717 for a topic
If you are going to, say, make Rocket Racer, you will need to swap every RR pointer onto another minifig. Before you do this though, be sure to backup the original filelist.inf so you can restore any changes you make, or if you break something. Also, read the info about the gamedata.gtc and filelist.inf. You should also check out LR2 car modding, and Jamesster's character swap will help you with this too. ;)1 point -
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New Guy
Chiefpacman reacted to Cyrem for a topic
Welcome to RRU Chiefpacman. You would be the first Pacman around these parts I believe.1 point -
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New Guy
Chiefpacman reacted to TheDoctor for a topic
First, LZ is lying about the typo. Second, it is indeed copypasta.1 point -
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New Guy
Chiefpacman reacted to TheDoctor for a topic
Great. Here we go again. "Hello and welcome to RRU. Please feel free to browse out various topics and mods and I implore you to ask around if you need any assistance. Cyrem is the site admin, Cirevam and addictgamer are the global mods, and a few other do certain sections. We are a blahblahblah community blahblahblahblahblah and blahblahblahblahblah. Blahblah-" Ugh, any more and I might faint. Anyways... You can clearly see my name above the undulating orb, and pay no attention to any speak of bathrooms, hot sauce, pie or any other silliness. Stay a while. Most of our new users don't ever show up. Tl;dr: OHAI, SUP?1 point -
New Guy
Chiefpacman reacted to Shadow322 for a topic
Hi there, I'm Shadow322. THE ULTIMATE MEMBER!!!LOL1 point -
New Guy
Chiefpacman reacted to Addictgamer for a topic
Hello Chiefpacman, welcome to the forums! There are topics and topics full of interesting stuff you should check out. Have fun!1 point